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Warnet

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Warnet screenshot 1
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Warnet

Spieltic · Published by Spieltic

Last updated 28 Sept 2026

Outmaneuver, outbuild, outthink. In Warnet, the map is your ally and your enemy - master its properties, and you master victory.

Free to PlayComing SoonDJCTQ l

Free

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Action, Indie, Simulation, Strategy · More free games

About this game

Warnet is a top-down 2D RTS that puts strategy front and center. It challenges your cortex, not your APM output. It is unforgivable difficult - without the need for "babysitting" units.

Strategy

Warnet is easy to learn, hard to master and rewards creativity and adaptation. Choose an approach and commit - blitz offense, ironclad defense, slow attrition, or a hybrid that pivots on the fly. Each playstyle has bespoke mechanics and counters, and the map’s geometry constantly nudges you toward smarter routing, sharper timing, and bolder gambits.

Gameplay

The battlefield is built from uneven cells with edges of different lengths - edge length controls throughput, so terrain is not decoration, it’s strategy. You command one unit type, but the real power comes from cell modifications: tune speed, armor, damage and more to create lethal synergies. Every upgrade changes how your unit moves through the map and how supply routes breathe life into your tactics.

Progression

Campaign runs feed a living progression tree that grows differently every playthrough. Each run spawns a new tree of upgrades and unlocks, forcing you to adapt your build and rethink familiar strategies. No two campaigns feel the same.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 11
  • Processor: Quad core 3Ghz+
  • Memory: 4 GB RAM
  • Graphics: OpenGL 3.3/Vulkan 1.0 compatible
  • Storage: 1 GB available space

Recommended

Recommended:
  • OS: Windows 11
  • Processor: Quad core 4Ghz+ from 2020 or newer
  • Memory: 8 GB RAM
  • Graphics: OpenGL 3.3/Vulkan 1.0 compatible
  • Storage: 2 GB available space

Supported Languages

English, German, Indonesian, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Ukrainian

Latest news

  • AnnouncementsOfficial

    Devlog #6 - Warnet - Vertical slice, buildings upgrades and UI

    Hello once again!Another week has flown by and we worked on bug fixing + finishing the vertical slice. We started with the purchasing system as well as buildings upgrades and also did some changes in the UI.Vertical sliceWe finished the vertical slice with one exception. Sound. Still missing and it stays an open point. We will need to outsource this topic and have to figure out how we will manage that, so it will be integrated later. Other than that, the vertical slice is finished and includes:two playersfog of war (that actually also hides the units now)upgradeable unit generatorsrouting mechanicsbeaconsupgradeable bunkers and replicatorsUIand moreIf you want to get your hands on, feel free to comment or DM me :).Another chunk that took quite a while is the game trailer we started in parallel. It will be around 50 seconds and is currently missing a couple of seconds at the peak and some more fine tuning. We are doing it ourself and had to learn basics of video editing first, but are quite happy with the current state.Buildings upgradesWe have a new feature that turns the play style quite a lot again! It's possible now to "purchase" stuff. The first option is unit generator upgrade (those decrease the spawn time of units) and the second one are the bunkers (capacity increase).The upgrades on the generators (+ bunkers) happen in two levels (so three level in total). During an upgrade, which takes time, the unit generator is not generating any units. This means the time has to be chosen carefully, or the opponent can use that temporary advantage.If you wonder what the currency is: units.Every upgrade has to be paid with units, which makes it interesting as you have to choose a good point in time to use it. Currently the game is rather unbalanced (just quick and dirty) and the mechanic works quite well. One point we have to solve is the late match phase. If the player has many units towards the end, units/currency is getting a little inflationary and prices feels too c...
    Read full article on Community Announcements (games)
  • AnnouncementsOfficial

    Devlog #5 - Warnet - Bunkers, Replicators, Animation and Particles

    Welcome!We added movement animation and unit generator animations. The units and generators received particles effects. On the gameplay side we added two new mechanics, bunkers and replicators.Series: Previous | FirstBunkersBunkers are a new mechanic, that change the way of playing in various ways. Bunkers can be used by units to increase their armor (currently a unit in a bunker kills two units until it dies, making it twice as strong as a normal unit). Bunkers are placed and can't be destroyed, an empty bunker is occupied by the first unit that enters it. The player can't see if a bunker is empty or occupied (except the player already occupies it). If placed correctly it allows to withstand a stream of enemy units with less player units:They have a maximum capacity -> can be full.ReplicatorsReplicators simply duplicate the unit entering the cell and in the same way as the bunkers, they work for both players. First come, first served. This mechanic allows temporary (they have maximum "charges") increasing the players strength and for example can be used to conquer a bunker:Animations and particlesWe added animations to unit generators to indicate production. The units now have a small movement animation as well.We added some particle effects on building and destroying of buildings:Holding off on enemy AI for now. We're prioritizing the bot control toggle instead. Not yet sure if we put priority on the AI or not :)We are thinking about new units at the moment. The plan was to add them for sure, but with the replicator, they might get obsolete as they work in a similar way.That's about it, thanks and see you.Discord | Youtube | X | Itch | Reddit
    Read full article on Community Announcements (games)
  • AnnouncementsOfficial

    Devlog #4 - Second player and new features

    Greetings!A lot happened since the last devlog. We added a feature to draw unit routes (not quite finished yet, but turned out to be a vital QoL addition). Furthermore we added a new indicator for edge throughput, units respect the beacon mechanic now and the biggest change is the second player (which has to be manually controlled right now).Series: Previous | FirstRoute drawingIf the player is in edge build mode, he can now simply click and drag through the cells he want to build a route from. There is also a back track feature, that allows removal of wrong points by drawing "back":While implementing it (which was surprisingly complex), we thought a lot about the design of the core mechanic and how the pacing in the game should be. After many loops, we think it might be best to allow the player to remove edge configurations. Initially we thought they should be fix. But on bigger maps, the "hot spots" can change through the game mechanics and it is essential to allow the player to adapt accordingly. We are not sure yet how it will work, but we will allow the player to delete edge configurations in the future.Edge indicatorWe thought to show a label like 4/5 (current throughput / max throughput) on all edges, but that first was a performance killer and second didn't offer a nice UX. After discussions with some game designers we came to our new solution, you can see in the video above as well.There is a visual indicator now. It shows the max throughput in dark squares and the active throughput through blue squares. That adds a lot, as it allows a quick visual judgement of the edge configuration and we are quite happy with it.BeaconThe units are now not moving into undiscovered/uncontrolled terrain. The beacons need to be built first, only after gain of vision, the units can actually move through there.Second playerWe finally have the second player! That was also the trigger to implement collisions, as opposing units both die as soon as they collide. That brought some ...
    Read full article on Community Announcements (games)
  • AnnouncementsOfficial

    Performance test

    We wanted to check what the current limits of our setup are and how much room for unit movement we have:As the video shows, we can handle 100k units without frame rate hits or similar, with very low CPU usage (around ~1%).To be fair, the units are not doing much at the moment, but we are aiming for the best player experience and just wanted to share this good result.
    Read full article on Community Announcements (games)

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